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Steam News3 January 20206y ago

Progress Report 5

Hey folks, I thought I should give an update. Happy-New-Decade! I got a bit distracted by the Holidays and took a few Days off- it had been a while, I've been at this for a long time and not taken a proper break since b

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Full Grid Creeps update

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Hey folks, I thought I should give an update. Happy-New-Decade! I got a bit distracted by the Holidays and took a few Days off- it had been a while, I've been at this for a long time and not taken a proper break since before initial Release.

What changed

0 fixes3 additions1 change0 removals
  • Gameplay
  • Performance
addedHey folks, I thought I should give an update. Happy-New-Decade! I got a bit distracted by the Holidays and took a few Days off- it had been a while, I've been at this for a long time and not taken a proper break since before initial Release.
addedIn making the Achievements I got to thinking about Stat tracking. It might be neat to know how many Creeps you've killed throughout all your Games, or how many of each Tower/Building you've built in all. There could potentially be a lot of these. I am not sure they will make it into the next Patch, which adds Achievements, but adding most of the ideas I have should not take too long.
addedThere is also a new Trailer, which was released a few Days ago. I played a lot of the Game in that time, built a few nice bases. It had been a while since I got as far as I did on the last Base built for the Trailer. It got me thinking more about the late Game and how some of the Upgrades scale. I may be doing some small adjustments in the future, aimed at the late Game, though I haven't decided exactly what to adjust yet so I can't say much more than this right now. Sometimes deciding what to do takes longer than actually doing it and this is one of those cases- decisions, decisions!
changedI am also going to be re-visiting the AI soon. This is something I've been looking forward to improving for a while- it's the type of challenge that I enjoy a lot. The late Game can get Laggy, even on good computers. This is largely due to how the AI works. I am fairly certain I know how to greatly improve performance and there has always been a minor imperfection in how it decides what path finding method to use. The Enemies are suppose to toggle between a few different methods of findingtheir way depending on circumstances but it can get stuck on one of them. I didn't catch this at first and it may not even be apparent if you don't know how it is intended to behave. This is another late Game issue that I was reminded of while playing. One thing at a time though, that's the only way to make it through a project this big.

The Achievements are taking a little bit longer than expected as well. The implementation is pretty easy but the Art is taking longer than I thought they would. There are going to be 23 Achievements as of this Progress Report. It's kind of funny, I thought it would be the other way around- that the Art would be easy but the code side be tricky, but that's life I guess. The Achievements Patch is coming in the next few Days.

In making the Achievements I got to thinking about Stat tracking. It might be neat to know how many Creeps you've killed throughout all your Games, or how many of each Tower/Building you've built in all. There could potentially be a lot of these. I am not sure they will make it into the next Patch, which adds Achievements, but adding most of the ideas I have should not take too long.

There is also a new Trailer, which was released a few Days ago. I played a lot of the Game in that time, built a few nice bases. It had been a while since I got as far as I did on the last Base built for the Trailer. It got me thinking more about the late Game and how some of the Upgrades scale. I may be doing some small adjustments in the future, aimed at the late Game, though I haven't decided exactly what to adjust yet so I can't say much more than this right now. Sometimes deciding what to do takes longer than actually doing it and this is one of those cases- decisions, decisions!

I am also going to be re-visiting the AI soon. This is something I've been looking forward to improving for a while- it's the type of challenge that I enjoy a lot. The late Game can get Laggy, even on good computers. This is largely due to how the AI works. I am fairly certain I know how to greatly improve performance and there has always been a minor imperfection in how it decides what path finding method to use. The Enemies are suppose to toggle between a few different methods of findingtheir way depending on circumstances but it can get stuck on one of them. I didn't catch this at first and it may not even be apparent if you don't know how it is intended to behave. This is another late Game issue that I was reminded of while playing. One thing at a time though, that's the only way to make it through a project this big.

Thank you all for your support! I wish I could get these Patches out faster- it gets a bit overwhelming sometimes but the majority of the Project is finished and these last few things are steadily getting checked off.

I think that's it for this one. Expect a Patch in the next few Days. I hope your Holidays went well, take care folks!

Source

Steam News / 3 January 2020

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